-// =========================
-// SVQC Turret Properties
-// =========================
-
+#ifdef SVQC
+#include "../../server/autocvars.qh"
// Generic aiming
vector turret_aim_generic()
{
if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
{
- // FIXME: this cant be the best way to do this..
prep = pre_pos;
-
- for(i = 0; i < 4; ++i)
- {
- distance = vlen(prep - self.tur_shotorg);
- impact_time = distance / self.shot_speed;
- prep = pre_pos + self.enemy.velocity * impact_time;
- }
+
+ distance = vlen(prep - self.tur_shotorg);
+ impact_time = distance / self.shot_speed;
prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
if(self.aim_flags & TFL_AIM_ZPREDICT)
- if not(self.enemy.flags & FL_ONGROUND)
+ if(!(self.enemy.flags & FL_ONGROUND))
if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
{
float vz;
}
// Generic damage handling
-void() turret_respawn;
void turret_hide()
{
self.effects |= EF_NODRAW;
void turret_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
{
- // Enougth allready!
+ // Enough already!
if(self.deadflag == DEAD_DEAD)
return;
// Inactive turrets take no damage. (hm..)
- if not (self.active)
+ if(!self.active)
return;
- if (teamplay)
- if (self.team == attacker.team)
+ if(SAME_TEAM(self, attacker))
{
- // This does not happen anymore. Re-enable if you fix that.
- if(IS_REAL_CLIENT(attacker))
- sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");
-
if(autocvar_g_friendlyfire)
damage = damage * autocvar_g_friendlyfire;
else
WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
}
- return TRUE;
+ return true;
}
void load_unit_settings(entity ent, string unitname, float is_reload)
if (ent == world)
return;
- if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
- if not (ent.turret_scale_range) ent.turret_scale_range = 1;
- if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
- if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
- if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
- if not (ent.turret_scale_health) ent.turret_scale_health = 1;
- if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
+ if(!ent.turret_scale_damage) ent.turret_scale_damage = 1;
+ if(!ent.turret_scale_range) ent.turret_scale_range = 1;
+ if(!ent.turret_scale_refire) ent.turret_scale_refire = 1;
+ if(!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
+ if(!ent.turret_scale_aim) ent.turret_scale_aim = 1;
+ if(!ent.turret_scale_health) ent.turret_scale_health = 1;
+ if(!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
sbase = strcat(cvar_base,unitname);
if (is_reload)
self.event_damage = func_null;
#ifdef TURRET_DEBUG
float d;
- d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+ d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
self.owner.tur_debug_dmg_t_h = self.owner.tur_debug_dmg_t_h + d;
self.owner.tur_debug_dmg_t_f = self.owner.tur_debug_dmg_t_f + self.owner.shot_dmg;
#else
- RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+ RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
#endif
remove(self);
}
setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
proj.owner = self;
proj.realowner = self;
- proj.bot_dodge = TRUE;
+ proj.bot_dodge = true;
proj.bot_dodgerating = self.shot_dmg;
proj.think = turret_projectile_explode;
proj.touch = turret_projectile_touch;
if (self.track_flags == TFL_TRACK_NO)
return;
- if not (self.active)
+ if(!self.active)
target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
else if (self.enemy == world)
{
//if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
// return -0.5;
+ if(!e_target)
+ return -2;
+
if(e_target.owner == e_turret)
return -0.5;
- if not(checkpvs(e_target.origin, e_turret))
+ if(!checkpvs(e_target.origin, e_turret))
return -1;
- if not (e_target)
- return -2;
+ if(e_target.alpha <= 0.3)
+ return -1;
if(g_onslaught)
if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
}
else if (e_target.health <= 0)
return -6;
+ else if(e_target.frozen > 0)
+ return -6;
// player
if (IS_CLIENT(e_target))
{
- if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
+ if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
return -7;
if (e_target.deadflag != DEAD_NO)
// Missile
if (e_target.flags & FL_PROJECTILE)
- if not (validate_flags & TFL_TARGETSELECT_MISSILES)
- return -10;
+ if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
+ return -10;
if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
- if not (e_target.flags & FL_PROJECTILE)
- return -10.5;
+ if(!(e_target.flags & FL_PROJECTILE))
+ return -10.5;
// Team check
if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
#endif
// Handle ammo
- if not (self.spawnflags & TSF_NO_AMMO_REGEN)
+ if (!(self.spawnflags & TSF_NO_AMMO_REGEN))
if (self.ammo < self.ammo_max)
self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
// Inactive turrets needs to run the think loop,
// So they can handle animation and wake up if need be.
- if not (self.active)
+ if(!self.active)
{
turret_track();
return;
// This one is doing something.. oddball. assume its handles what needs to be handled.
// Predict?
- if not(self.aim_flags & TFL_AIM_NO)
+ if(!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_aim_generic();
// Turn & pitch?
- if not(self.track_flags & TFL_TRACK_NO)
+ if(!(self.track_flags & TFL_TRACK_NO))
turret_track();
turret_do_updates(self);
if(self.volly_counter != self.shot_volly)
{
// Predict or whatnot
- if not(self.aim_flags & TFL_AIM_NO)
+ if(!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_aim_generic();
// Turn & pitch
- if not(self.track_flags & TFL_TRACK_NO)
+ if(!(self.track_flags & TFL_TRACK_NO))
turret_track();
turret_do_updates(self);
if (self.enemy == world)
{
// Turn & pitch
- if not(self.track_flags & TFL_TRACK_NO)
+ if(!(self.track_flags & TFL_TRACK_NO))
turret_track();
TUR_ACTION(self.turretid, TR_THINK);
self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
// Predict?
- if not(self.aim_flags & TFL_AIM_NO)
+ if(!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_aim_generic();
// Turn & pitch?
- if not(self.track_flags & TFL_TRACK_NO)
+ if(!(self.track_flags & TFL_TRACK_NO))
turret_track();
turret_do_updates(self);
void turret_link()
{
- Net_LinkEntity(self, TRUE, 0, turret_send);
+ Net_LinkEntity(self, true, 0, turret_send);
self.think = turret_think;
self.nextthink = time;
self.tur_head.effects = EF_NODRAW;
float turret_initialize(float tur_id)
{
- if not(autocvar_g_turrets)
- return FALSE;
+ if(!autocvar_g_turrets)
+ return false;
entity e;
entity tur = get_turretinfo(tur_id);
if(tur.turretid == 0)
- return FALSE; // invalid turret
+ return false; // invalid turret
+
+ if(!self.tur_head) { TUR_ACTION(tur_id, TR_PRECACHE); } // if tur_head exists, we can assume this turret re-spawned
e = find(world, classname, "turret_manager");
- if not (e)
+ if(!e)
{
e = spawn();
e.classname = "turret_manager";
e.nextthink = time + 2;
}
- if not(self.spawnflags & TSF_SUSPENDED)
+ if(!(self.spawnflags & TSF_SUSPENDED))
builtin_droptofloor();
self.cvar_basename = tur.cvar_basename;
load_unit_settings(self, self.cvar_basename, 0);
- if not(self.team || teamplay) { self.team = MAX_SHOT_DISTANCE; }
- if not(self.ticrate) { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
- if not(self.health) { self.health = 1000; }
- if not(self.shot_refire) { self.shot_refire = 1; }
- if not(self.tur_shotorg) { self.tur_shotorg = '50 0 50'; }
- if not(self.turret_flags) { self.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
- if not(self.damage_flags) { self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
- if not(self.aim_flags) { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
- if not(self.track_type) { self.track_type = TFL_TRACKTYPE_STEPMOTOR; }
- if not(self.track_flags) { self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
- if not(self.ammo_flags) { self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
- if not(self.target_select_flags){ self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
- if not(self.firecheck_flags) { self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
+ if(!self.team || !teamplay) { self.team = MAX_SHOT_DISTANCE; }
+ if(!self.ticrate) { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
+ if(!self.health) { self.health = 1000; }
+ if(!self.shot_refire) { self.shot_refire = 1; }
+ if(!self.tur_shotorg) { self.tur_shotorg = '50 0 50'; }
+ if(!self.turret_flags) { self.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
+ if(!self.damage_flags) { self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
+ if(!self.aim_flags) { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
+ if(!self.track_type) { self.track_type = TFL_TRACKTYPE_STEPMOTOR; }
+ if(!self.track_flags) { self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
+ if(!self.ammo_flags) { self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
+ if(!self.target_select_flags) { self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
+ if(!self.firecheck_flags) { self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
| TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
if(self.track_type != TFL_TRACKTYPE_STEPMOTOR)
self.aim_speed = bound(0.1, ((!self.aim_speed) ? 180 : self.aim_speed), 1000);
- if not(self.track_accel_pitch) { self.track_accel_pitch = 0.5; }
- if not(self.track_accel_rotate) { self.track_accel_rotate = 0.5; }
- if not(self.track_blendrate) { self.track_blendrate = 0.35; }
+ if(!self.track_accel_pitch) { self.track_accel_pitch = 0.5; }
+ if(!self.track_accel_rotate) { self.track_accel_rotate = 0.5; }
+ if(!self.track_blendrate) { self.track_blendrate = 0.35; }
}
self.respawntime = max(-1, ((!self.respawntime) ? 60 : self.respawntime));
self.turret_firecheckfunc = turret_firecheck;
self.event_damage = turret_damage;
self.use = turret_use;
- self.bot_attack = TRUE;
+ self.bot_attack = true;
self.nextthink = time + 1;
self.nextthink += turret_count * sys_frametime;
self.tur_head.solid = SOLID_NOT;
self.tur_head.movetype = self.movetype;
- if not(self.tur_defend)
+ if(!self.tur_defend)
if(self.target != "")
{
self.tur_defend = find(world, targetname, self.target);
TUR_ACTION(tur_id, TR_SETUP);
if(MUTATOR_CALLHOOK(TurretSpawn))
- return FALSE;
+ return false;
- return TRUE;
-}
\ No newline at end of file
+ return true;
+}
+#endif